Manager - BaseManager.cs - 经理_基类
public class CameraManager : BaseManager { private GameObject cameraGo; private Animator cameraAnim; private FollowTarget followTarget; private Vector3 originalPosition; private Vector3 originalRotation; public CameraManager(GameFacade facade) : base(facade) { } public override void OnInit(){} public void FollowRole(){} public void WalkthroughScene(){}}
using System.Collections;using System.Collections.Generic;using UnityEngine;using DG.Tweening;public class CameraManager : BaseManager { private GameObject cameraGo; private Animator cameraAnim; private FollowTarget followTarget; private Vector3 originalPosition; private Vector3 originalRotation; public CameraManager(GameFacade facade) : base(facade) { } public override void OnInit() { cameraGo = Camera.main.gameObject; cameraAnim = cameraGo.GetComponent<Animator>(); followTarget = cameraGo.GetComponent<FollowTarget>(); } //public override void Update() //{ // if (Input.GetMouseButtonDown(0)) // { // FollowTarget(null); // } // if (Input.GetMouseButtonDown(1)) // { // WalkthroughScene(); // } //} public void FollowRole() { followTarget.target = facade.GetCurrentRoleGameObject().transform; cameraAnim.enabled = false; originalPosition = cameraGo.transform.position; originalRotation = cameraGo.transform.eulerAngles; Quaternion targetQuaternion = Quaternion.LookRotation(followTarget.target.position - cameraGo.transform.position); cameraGo.transform.DORotateQuaternion(targetQuaternion, 1f).OnComplete(delegate() { followTarget.enabled = true; }); } public void WalkthroughScene() { followTarget.enabled = false; cameraGo.transform.DOMove(originalPosition, 1f); cameraGo.transform.DORotate(originalRotation, 1f).OnComplete( delegate() { cameraAnim.enabled = true; }); }}